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I skipped every tutorial since it is quite long; and didn't bother with using keyboard to play the game, so I missed that you can use the hotkeys. I forgot to try out the right-click though, will keep that in mind next time. Yeah, don't spend too much time on mobile playability, let's focus on desktop first.

I think I have mentioned this once before regarding the inventory management. Since you want it to be as quick and possible also, instead of manually assigning the obtained loot to individual party members, why not just get rid of it? Having all party members the access to the common inventory seem to be more intuitive. Is there some kind of design decision for having manual assignment to each party member's inventory? Since inventory management happens after every battle, and there are tons of battles between towns, at the moment it feel more tedious than satisfactory to do so. 

Sorry if I seem so blunt with my words. Since I am still learning about game design, I just want to know what kind of design decision went into making the game.

Individual inventory mainly came from what we are used to with the games we've played. It is also meant to add some strategy. The player has to learn the strengths of their party and make decisions on how to distribute their loot among the party, and sending it back for quests. As we expand the game we will be working to optimize the flow, but also don't want to simplify the game too much that it is boring. Maybe we will add an option in the difficulty settings that will allow use of any items the group has, or at least allow accessing the Party Bag in addition to their Personal Bag.

The problem with auto distribution is that there is no one best distribution. We would need to create a system for players to decide the rules for how to distribute things.